id++; echo("More...\n"); echo("
\n"); } function endExpand() { echo("

Hide...\n"); echo("

\n"); } } class kTable { function begin() { echo("
 \n"); } function header($strs) { echo(""); $cols = explode("|", $strs); while ($col = each($cols)) { echo(""); } echo("\n"); } function row($strs) { echo(""); $cols = explode("|", $strs); while ($col = each($cols)) { echo(""); } echo("\n"); } function end() { echo("
" . $col[value] . "
" . $col[value] . "
\n"); } } $expandr = new Expander; $tab = new kTable; class thisPage extends mainPage { function headEx() { // add some styles echo ''; // add a javascript function echo ''; } } $pg = new thisPage("special.htm"); //$pg->tborder = 1; $pg->configureObj = $myConfig; $pg->head("Special Games"); $pg->bodyBegin(); ?>

Special Games at Lazer Force

configureObj->location == "il") { ?> (Special games are available only to members who are 12 years of age or older during specially arranged times. (Special games are available only to players who are 12 years of age or older during specially arranged times. See the Events Calendar for availability.)

Capture the Flag

Capture The Flag is a variation of team Death Match, in which each team has a "flag," which all the other teams try to capture. beginExpand(); ?>

It is recommended that players have played DM and are familiar with it before attempting to play Capture The Flag.

Each team is assigned a base to act as their flag. This then becomes their "base". They must try to defend their flag from the enemy, while also trying to "capture" the enemy flag.

To capture the enemy flag, you must:

  1. Zap the enemy flag (target) three times. This picks up the flag, and your battlesuit lights will lock-on to show that you are carrying the enemy flag.
  2. Return to your base without being fragged.
  3. Zap your flag three times. This will "capture" the enemy flag and you will be awarded 10 frags. To stop an opponent who is carrying your flag, simply frag them! If you do, your flag will be automatically returned to base.

The mission variations 1, 2 and 3 correspond to DM1, 2 and 3 respectively. 4 is the same as 3, except that all players play at the same skill level (this is designed to be used for league play).

Powerups:

begin(); $tab->header("Mission|Available Powerups"); $tab->row("CTF 1|Nailgun, Rocket Launcher, Armor, Super Health"); $tab->row("CTF 2|Nailgun, Rocket Launcher, Armor, Super Health, Invincibility, Quad, Invulnerability"); $tab->row("CTF 3/4|Nail Gun, Rocket Launcher, Armor, Super Health, Invincibility, Quad, Invulnerability, Haste, Regeneration, Resistance, Strength"); $tab->end(); ?>

Notes:

Skill Levels

Skill levels are determined by the player's standard skill level:

begin(); ?> EventsFrags Frag Opponent1 Frag Own Team Member/Self-1 Return Own Flag3 Capture Flag10 for Self
2 for other Team Members end(); ?> endExpand(); ?>

Dead Aim

Low on ammunition, our gunslingers must make every shot count as if it were their last because it just might be! Each player starts with a limited number of shots. If you fire and miss, you lose a shot. However if you zap an opponent, you are awarded bonus shots. So to do well, you must be very accurate with your shots. beginExpand(); ?>

If you run out of shots, you will be unable to fire for between 10 and 15 seconds (depending on your level). After this time, you are automatically re-supplied with a few shots to get you going again.

You can destroy the bases once per mission, for bonus points and bonus shots. Beware! Unlike other missions, it may take more than three shots to destroy a target. The number of shots required depends on your level. If you have four or more shots, you will be able to fire missiles. A successful missile will award you points plus bonus shots, but an unsuccessful missile attempt will cost you shots. If you have two or more shots, you can activate a payback when you are down. This ability costs two shots.

Notes:

begin(); ?> LevelInitial Shots (% of Max)Max Shots Max Shots / Zap OpponentMax Shots / Missile OpponentHits Required to Destory TargetBonus Shots / Destroy Target 115301.0-35 (+3 used) 213260.9-35 (+3 used) 311220.8-35 (+3 used) 49180.7345 (+4 used) 59180.7355 (+5 used) 65120.5365 (+6 used) end(); ?>

Scoring

begin(); ?> EventScore Zap Opponent100 + 5x Level Difference Zap Own Team Member-50 Missile Opponent500 + 20x Level Difference Missile Own Team-250 Destroy Base1001 (enemy); 801 (neutral) end(); ?> endExpand(); ?>

Death Match

Players battle it out against their opponents, collecting as many powerups as possible to increase their battle strength. Players begin with 100 health and a lowly shotgun. Each hit on an opponent will reduce their health. beginExpand(); ?>

When their health reaches zero, they are deactivated for 10 seconds and lose any powerups they may have collected. It usually takes multiple hits to deactivate another player. Each time you deactivate an opponent, you are awarded one frag. Players are ranked on the scores screen and the printouts by the number of frags they have achieved. To increase your chances of survival, grab some powerups. Powerups randomly "respawn" at all the bases, and can be collected by simply zapping the base twice. Once you have taken a powerup from a base, you cannot get another powerup at that same base until 20 seconds has elapsed. You can however, obtain powerups from other bases during this time.

There only exists one of each Rune in the game, and once a player picks it up, they retain the rune until they are put down. Runes can be picked up from bases the same as normal powerups, however they can also be transferred between players. If player A has a Rune and is deactivated by enemy player B, the player B takes possession of player A’s Rune. However, a player may only hold one Rune and a time, so if player B already has a Rune, the player A’s Rune is allocated to a base.

For a full description of the available powerups, and what they do for you, refer to the Capture The Flag / DM Powerups Reference sheet.

Notes:

Weapons:

begin(); ?> WeaponDamageAmmo Shotgun20Unlimited Nailgun2530 Rocket Launcher104-13010 end(); ?>

Powerups:

begin(); ?> MissionAvailable Powerups DM 1Nailgun, Rocket Launcher, Armor, Super Health DM 2Nailgun, Rocket Launcher, Armor, Super Health, Invincibility, Quad, Invulnerability DM 3/4Nail Gun, Rocket Launcher, Armor, Super Health, Invincibility, Quad, Invulnerability, Haste, Regeneration, Resistance, Strength end(); ?>

Scoring:

begin(); ?> EventScore Frag Opponent+1 Frag Self-1 end(); ?> endExpand(); ?>

Dungeons and Dragons

Parties of adventurers battle it out in the depths of a dungeon to see who will emerge victorious! Adventurer can become one of 4 different character classes, either Warrior, Thief, Cleric or Mage. Each character class has its own strengths and weaknesses. beginExpand(); ?>

Each adventurer starts with a certain amount of hit points (hp) and toughness (tg). Every time an adventurer is zapped they lose a single point of toughness. If their toughness is reduced to zero, the adventurer has been defeated, their battlesuit will be deactivated and the adventurer will lose a hit point. Should their hit points ever reach zero, the adventurer is eliminated (exception: See the description of the "Resurrect" spell below).

As the game progresses and the adventurer earns experience points (xp), the player will grow in their experience level for that class, becoming stronger and gaining extra powers as they advance. As the adventurer goes up in experience level their hit points, toughness and shot speed increase. The Warrior's abilities increase the fastest as they go up levels, followed by the Thief, then the Cleric, and the Mage's abilities increase the slowest.

Description of Classes

How To Select And Cast A Spell

Casting spells is the most complicated aspect of this game, however for the two spell-casting character classes (Cleric and Mage), it is vitally important. Firstly the adventurer must begin their casting by going into spell-casting mode. To do this the adventurer holds in their special button until the battlesuit announces "Special Online". While in spell-casting mode, the adventurer is helpless. Once they are in spell-casting mode the adventurer must immediately begin selecting their spell. They select the spell by pulling their trigger the same number of times as the number of the desired spell on their spell list.

As an example:

If the adventurer reaches the last spell on their Spell List and pull their trigger again, they have cycled their spell selection back to the first spell.

As each spell is selected the battlesuit will either give a positive Ack beep or a negative Nak beep to indicate if the spell is available or unavailable to the adventurer. Spells can be unavailable either because they have been cast recently (Cleric only), or the adventurer does not have enough Mana (Mage only), or the adventurer is not high enough experience level to earn the spell yet.

Once the desired spell is selected, the adventurer must stop pulling their trigger. Once 3 seconds have passed since the last trigger pull, the adventurer automatically returns to normal Combat mode with their spell selected. As they come out of spell mode the battlesuit will give a positive Ack beep or a negative Nak beep to indicate if the spell was successfully selected. If a spell-caster with a selected spell is deactivated the spell is lost.

Cleric's Spell List

Mage's Spell List

Notes

Each base can only be destroyed once. To destroy a base, it must only be zapped once. When a base is destroyed it gives the adventurer a random effect e.g. a Bless, a Curse, bonus experience, take away experience, increased experience level, lose an experience level, or even nothing.

Game length: 15 minutes.

Skill levels: All players of each character class play at the same level.

Scoring

begin(); $tab->header("Event|Score"); $tab->row("Deactivate Enemey|100"); $tab->row("Zap Enemey|10"); $tab->row("Deactivate Team Member|-100"); $tab->row("Activate Spell|100"); $tab->row("Zap Team Member|-10"); $tab->end(); $expandr->endExpand(); ?>

Fugitive

Wrongly convicted of a crime, one or two fugitives scramble to escape the pursuit of a large group of federal marshals intent on their recapture. beginExpand(); ?>

Each player has a limited number of lives. Each time they are deactivated, a life is lost. When all of their lives are gone, they are eliminated from the game. The players' goal is to eliminate the other team, while not being eliminated themselves.

Destroying the bases awards bonus lives, and it is recommended that this is done early, to avoid elimination.

Typically, an experienced player is chosen as the fugitive. All other players become marshals. The fugitive gets first choice of battlesuits and enters the arena prior to the mission start (to set up a strategic position). The marshals wait in the armory until the mission begins, but then must enter the arena immediately.

Players must actively search out their opponents. If a player fails to do so, their battlesuit will warn them by saying "Warning, time low". If they do not find an opponent within a short period of time (about 12 seconds), their battlesuit will say "Warning, time critical". If a further 12 seconds passes without them finding an opponent, they will be deactivated and a life will be lost. Thus, players must continuously search out the enemy or they are penalized

The number of lives each player starts with is determined by a complex algorithm that takes the skill level of all fugitives and marshals into account. Because of this, even lower level players can be fugitives and still have a chance against 20 marshals. The battlesuit will provide warning when lives become low.

Fugitives have the only special ability available, the Payback, which costs them 10 special points to activate.

Notes:

begin(); $tab->header("Event|Score|Special Points"); $tab->row("(Fugitive Only}| | "); $tab->row("Zap Opponent|100|1"); $tab->row("Zap Own Team Member|-50|0"); $tab->row("Destroy Base|801|5"); $tab->end(); $expandr->endExpand(); ?>

Gladiator

Players have a limited number of lives, and attempt to be the last remaining Gladiator by eliminating all of their opponents. beginExpand(); ?>

The number of lives that a player begins with depends on their level. The higher the level, the fewer starting lives. When zapped, a player is deactivated and a life is lost. When all live have been exhausted, the player is eliminated from the mission.

Additional lives can be gained by zapping opponents, and by destroying the bases.

Notes:

Skill Levels

The number of lives each player starts with depends on the player's standard skill level:

begin(); $tab->header("Level|Starting Lives"); $tab->row("1 - Recruit|30"); $tab->row("2 - Gunner|27"); $tab->row("3 - Trooper|23"); $tab->row("4 - Captain|20"); $tab->row("5 - Starlord|17"); $tab->row("6 - Lasermaster|15"); $tab->end(); ?>

Scoring

begin(); $tab->header("Event|Score|Special Points"); $tab->row("Zap Opponent|100 + 10x Level Difference|.25 + .04x Level Difference"); $tab->row("Zap Own Team Member|-100|1 Life Lost"); $tab->row("Destroy Base|801 (Individual/Part), 1001 (Team)|5"); $tab->end(); $expandr->endExpand(); ?>

Highlander

Players are "Immortals", struggling to eliminate all opponents and claim "the prize" as the last player remaining. There can be only one... beginExpand(); ?>

Players have unlimited shots and unlimited missiles. At the start of the mission, both shots and missiles fire very slowly. As the mission progresses however, both shots and missiles speed increases until it reaches its maximum at the climax of the mission.

Zapping players will build up special points, but the only way to eliminate an opponent is to missile them. When a player is removed from the mission in this manner, their score and special points are awarded to the player that eliminated them.

Destroying bases also awards special points.

Special Points

Special points can be used to activate the following special abilities:

Reset

Reset the players weapon, allowing a missile or another shot on an opponent who has just been zapped. To activate, hold special button in while up. Costs 10sp initially, drops to 5sp towards the end of the mission.

Shield

Provides temporary protection from missiles. To activate hold special button in while up. Lasts until the player is reactivated or 10 seconds is up. Costs 5sp initially, and increases to 30sp towards the end.

Notes:

Skill Levels

All players play at the same level

Scoring

begin(); $tab->header("Event|Score|Special Points"); $tab->row("Zap Opponent|100|1"); $tab->row("Missile Opponent|500 + Opponent's Score| 2+ Opponent's SP"); $tab->row("Destroy Base|801|5"); $tab->end(); $expandr->endExpand(); ?>

Masters

This is a standard Laserforce mission, a variant of the mission, designed for tournament play. Play is identical to that of the Individual mission with the following exceptions: beginExpand(); ?>

All Players play at the same level, equivalent to standard level six.

The "Invulnerability" special ability is not available.

Skill Levels:

All players play at the same level, equivalent to standard level six.

Scoring

begin(); $tab->header("Event|Score|Special Points"); $tab->row("Zap Opponent|100|1"); $tab->row("Missile Opponent|500|2"); $tab->row("Destroy Base|801|5"); $tab->row("Detonate Nuke|500|0"); $tab->end(); $expandr->endExpand(); ?>

Partners

This is a standard Laserforce mission, similar to the Team mission, but allowing up to seven different teams. Typically there are two players to a team, although this is not a requirement. Play is identical to that of the Team mission with the following exceptions: beginExpand(); ?>

Any battlesuit color can be on any team. However, having each player on a team use the same color can ease team identification and reduce friendly fire casualties.

All bases are considered neutral, and as such can be destroyed by all players.

Skill Levels

The standard six skill levels are implemented.

Scoring

begin(); $tab->header("Event|Score|Special Points"); $tab->row("Zap Opponent|100 + 10x Level Difference|1"); $tab->row("Zap Own Team Member|-100|0"); $tab->row("Missile Opponent|500 + 100 x Level Difference|2"); $tab->row("Missile Own Team Member|-500|0"); $tab->row("Destroy Base|801|5"); $tab->row("Detonate Nuke|500|0"); $tab->end(); $expandr->endExpand(); ?>

Photon Emulation

Cast your mind back into the depths of time. The year was 1984 and the world was introduced to laser tag for the first time. Photon was born. It was the first laser tag, and even though it is no longer with us today, some still consider it the best. Now, using the wonders of Laserforce technology, you can play it for yourself and make up your own mind! beginExpand(); ?>

This mission type emulates the classic Photon "maneuver".

The rules are simple:

Notes

There are three variations of this mission: individual, team and partners. The variation determines whether there are teams, and if so, how many. In the individual and partners variations, all bases are neutral, while in the team variation; bases may be friendly, enemy or neutral depending on their color.

Skill Levels

All players are at the same level.

Scoring

begin(); $tab->header("Event|Score"); $tab->row("Zap Opponent|10"); $tab->row("Zap Own Team Member|-30"); $tab->row("Get Missiled|-10"); $tab->row("Destroy Enemy Base|201"); $tab->row("Destroy Neutral Base|50"); $tab->end(); $expandr->endExpand(); ?>

Shadows

This mission is a test of a player's stealth and subterfuge. You need to be able to sneak up on your opponents without being seen or heard. Players can be in one of two modes of play, either "shot mode" or "missile mode". When a player is in shot mode, they can fire shots or missiles. The player's visible lights will flash dimly and they can be locked onto normally. beginExpand(); ?>

When a player is in missile mode, the player can only fire missiles, however the player's missiles lock-on faster than the missiles of a player in Shot mode. The player's visible lights will be off and other players will be unable to obtain a normal lock-on tone to the player, but will be able to obtain a missile lock-on tone. Players can change between modes at will after the start of the mission by holding special button in. This can be done while the player is up or down. A player who becomes missile-locked will have their visible lights brighten to full intensity. The lights will gradually fade back to their normal state.

Notes

Skill Levels

The length of time a player's visible lights remain brightened by a missile-lock depends on that player's standard skill level.

Scoring

begin(); $tab->header("Event|Score"); $tab->row("Zap Opponent|100 + 5x Level Difference"); $tab->row("Zap Own Team Member|-50"); $tab->row("Missile Opponent|500 + 20x Level Difference"); $tab->row("Missile Own Team Member|-250"); $tab->row("Destroy Base|801"); $tab->end(); $expandr->endExpand(); ?>

Space Marines 4

This is a league Laserforce mission. Two teams compete with each player taking a specific Space Marines role from the four different types available. Each character class has different strengths, weaknesses and special abilities. beginExpand(); ?>

Players have unlimited lives and cannot be prematurely eliminated from the mission. Shots and missiles, however, are limited, and players must be regularly re-supplied by the team ammunition carrier.

Space Marines Roles

begin(); ?> ClassShots:
Initial/Re-Supply/MaxMissiles:
Initial/Re-Supply/MaxHit Points Commander20/10/40None2 Heavy Weapons50/10/1005/5/53 Scout30/10/6010/5/101 Ammo CarrierUnlimitedUnlimited1 end(); ?>

Special Abilities

begin(); ?> ClassSpecial Abilities CommanderNuke: All opponents are deactivated. To use, hold special button in while up. Cost: 20sp Heavy WeaponsPayback: Player is instantly reactivated. To use, hold special button in while down. Cost 10sp ScoutStealth: Player's visible lights are deactivated making them hard to see. To switch between stealth and normal modes, hold special button in while up. Ammo CarrierRe-supply: Can re-supply own team by zapping them while they are up. end(); ?>

Notes

  1. Bases operate in the same manner as in a standard Team mission.
  2. If a Commander is deactivated after activating a nuke but before it detonates (approx. Four seconds), the nuke is canceled and has no effect on opponents. The 20sp for the nuke are used for no effect.
  3. A Heavy Weapons always has rapid fire, but does not receive any normal lock-on tone.
  4. A Scout can only fire shots while in non-stealth mode, and can only fire missiles while in stealth mode. The missiles used by stealthed scout lock-on much faster than the missiles used by other character classes. Other players cannot obtain a normal lock-on a stealthed scout, but can obtain a missile lock.
  5. The Ammo Carrier re-supplies players on their own team by zapping or missiling them while they are up. Zapping them re-supplies their shots, while missiling them re-supplies their missiles. A Commander cannot use missiles and so should not be missiled by the Ammo Carrier (counts as a normal missile hit)
  6. The visible LED on the back of the phaser will begin to flash when the player has six or less shots remaining. The faster the flashing, the fewer shots the player has remaining.
  7. The visible LED on the back of the phaser will be at half intensity if the player has insufficient special points to activate a special ability. When sufficient special points are accumulated, the LED will switch to full intensity.
  8. A maximum of 20 special points can be accumulated.

Skill Levels

All players of each character class play at the same time.

Scoring

begin(); ?> EventScoreSpecial PointsNotes Zap Opponent1001  Zap Own Team Member-1000  Missile Opponent5002  Missile Own Team Member-5000  Destroy Base10015  Detonate Nuke00  Get Zapped-200  Get Missiled-10005 shots are lost Get Nuked002 shots are lost end(); $expandr->endExpand(); ?>

Space Marines 5

This is a league Laserforce mission. Two teams compete with each player taking a specific Space Marines role from the five different types available. beginExpand(); ?>

Players have limited lives, shots and missiles. A player who loses all their lives is eliminated from the mission. Lives are re-supplied by the team medic. Shots are re-supplied by the team ammunition carrier. Missiles cannot be re-supplied.

Space Marines Roles

Ammo/Hit Points
begin(); $tab->header("Class|Shots:
Initial/Re-supply/Max|Lives:
Initial/Re-supply/Max|Missles|Hit Points|Shot Power"); $tab->row("Commander|30/5/60|15/4/30|5|3|2"); $tab->row("Heavy Weapons|20/5/40|10/3/20|5|3|3"); $tab->row("Scout|30/10/60|15/5/30|0|1|1"); $tab->row("Ammo Carrier|Unlimited|10/3/20|0|1|1"); $tab->row("Medic|15/5/30|20/0/20|0|1|1"); $tab->end(); ?>
Special Abilities
begin(); $tab->header("Class|Special Abilities"); $tab->row("Commander|Nuke: All opponents are deactivated. To use, hold special button in while up. Cost: 20sp"); $tab->row("Heavy Weapons|None"); $tab->row("Scout|Rapid Fire: Lasts until re-supplied. Cost: 15sp"); $tab->row("Ammo Carrier|Re-supply: Can re-supply own team by zapping them while they are up.
Power Boost: Re-supplies all up team members with shots simultaneously. To use, hold special button in while up. Cost: 15sp"); $tab->row("Medic|Re-supply: Can re-supply own team by zapping them while they are up.
Power Boost: Re-supplies all up team members with lives simultaneously. To use, hold special button in while up. Cost: 15sp"); $tab->end(); ?>

Notes

Missiles are non-replenishable.

Bases operate in the same manner as in a standard mission.

If a Commander is deactivated after activating a nuke but before it detonates (approx. Four seconds), the nuke is canceled and has no effect on opponents. The 20sp for the nuke are used for no effect.

The visible LED on the back of the phaser will begin to flash when the player has six or less lives remaining. The faster the flashing, the fewer lives the player has remaining.

The visible LED on the back of the phaser will be at half intensity if the player has insufficient special points to activate a special ability. When sufficient special points are accumulated, the LED will switch to full intensity.

A maximum of 99 special points can be accumulated.

Skill Levels

All players of each character class play at the same time.

Scoring

begin(); $tab->header("Event|Score|Special Points|Notes"); $tab->row("Zap Opponent|100|1| "); $tab->row("Zap Own Team Member|-100|0| "); $tab->row("Missile Opponent|500|2| "); $tab->row("Missile Own Team Member|-500|0| "); $tab->row("Destroy Base|1001|5| "); $tab->row("Detonate Nuke|500|0| "); $tab->row("Get Zapped|-20|0|1 life is lost"); $tab->row("Get Missiled|-100|0|2 lives are lost"); $tab->row("Get Nuked|0|0|3 lives are lost"); $tab->end(); $expandr->endExpand(); ?>

Tag

Players play as individuals. When the mission begins, one player is selected randomly and becomes IT. They will hear a normal hit sound and be deactivated for four seconds. When they are reactivated, their lights will be locked-on to distinguish them from other players. Their goal is to "tag" some other players and thus make them IT. They do so by missiling them. The goal of the other players is to score points by zapping the tagged player while avoiding being tagged themselves. Once a player is tagged, they are deactivated for four seconds, and then are reactivated. The player who tagged them returns to normal mode. beginExpand(); ?>

While tagged, a player cannot fire normal shots, just missiles. They cannot score in any way and must simply try to tag another player by missiling them.

While tagged, a player is never deactivated. They remain up the entire time, and will likely have other players zapping them repeatedly. The tagged player loses points each time they are zapped, so they should try to tag someone else as soon as possible.

Players who are not tagged can destroy the bases. They score no points, but if all bases are destroyed without the player being tagged, rapid fire is awarded. They can then use this to score a lot of points on the tagged player. Once a player is tagged, rapid fire is lost, but after tagging someone else, they can destroy the bases again to re-enable it.

Players who are not tagged cannot zap each other; they can only zap the player who is currently tagged.

Direct "tag-backs" are not permitted.

Scoring

begin(); $tab->header("Event|Score"); $tab->row("Zap Tagged Player|30"); $tab->row("Get Tagged|-100"); $tab->row("Tagged timeout penalty|-1500"); $tab->end(); $expandr->endExpand(); ?>

Time Warp

Trapped in a time vortex, players struggle to command the flow of time itself, halting or reversing it. Determined to stretch their meager ration of time and make it last as long as possible. beginExpand(); ?>

Special abilities

Time Boost
All the players’ special points are converted into extra time. To use, hold the trigger in while up. Each special point is converted into one extra second of time; special points are then reset to zero.
Time Freeze
When down, the players time is frozen until they are reactivated. To use, hold the special button in while down. Special points are deducted at a rate of one every two seconds while the ability is in effect. Time reverts to normal when the player reactivates or when special points are exhausted.
Time-Drain
Time is drained from a targeted opponent and transferred to the player. To use, target an opponent and hold the lock until missile lock tone begins. For each second of missile lock on an opponent, four seconds of time is drained and transferred to the player. This continues until the lock is broken or the opponent's time is drained.
Time-Warp
Time is drained from ALL opponents and transferred to the player. To use, accumulate more than 15 special points and hold the special button in while up. When activated, 15 special points are deducted immediately, and then one special point for every two seconds that the effect lasts. For each second that a time warp is in effect, all opponents loose one second of time while the activating player gains two seconds. The Time warp ends when the activating player is either deactivated or exhausts their special points.

Notes

Skill Levels

The amount of time each player begins with and gains with each hit depends on that player's skill level.

Scoring

begin(); $tab->header("Level|Starting Time (% of max)|Zap Opponent (gain in seconds)"); $tab->row("1|50%|10 + 0.1 x Level Difference"); $tab->row("2|45%|9 + 0.1 x Level Difference"); $tab->row("3|40%|8 + 0.01 x Level Difference"); $tab->row("4|35%|7 + 0.01 x Level Difference"); $tab->row("5|30%|6 + 0.01 x Level Difference"); $tab->row("6|25%|5 + 0.01 x Level Difference"); $tab->end(); $expandr->endExpand(); ?>

Wabbit Season

This mission is a fun mission to play. Players are either Hunters or one of their prey, Ducks or Rabbits. The rules for the Hunters are simple; you are only allowed to hunt the prey that is "In-Season". Hunting "Out-Of-Season" prey is bad. beginExpand(); ?>

The idea for both the Ducks and the Rabbits is to make sure that the other animal is the one that is "In-Season" so that the Hunters keep hunting them instead of you. Remember the prey can’t fight back against the Hunters! Any time one of the Ducks or Rabbits zap a member of the opposing prey team, the season swaps. If it is "Duck Season" and a prey zaps an opposing prey, it becomes "Rabbit Season" and visa versa. So the Ducks and Rabbits should be careful not to zap an opposing prey if their own team is not already "In-Season", because that will make them "In-Season".

But the Hunters should be warned. Towards the end of the mission the tables will be turned! Hunters score points by zapping "In-Season" prey. Ducks and Rabbits score points every time an opposing prey is zapped.

The number of players allowed on each team is important in this mission. The Hunters should far outnumber the number of Ducks and Rabbits. The number of Ducks and Rabbits should be the same.

Notes

Scoring

begin(); $tab->header("Event|Score"); $tab->row("Hunter Zaps In Season Prey|100"); $tab->row("Hunter Zaps Out of Season Prey|-120"); $tab->row("Hunter Zaps Own Team|-100"); $tab->row("Zap Opposite Prey|10"); $tab->end(); $expandr->endExpand(); ?>

Wed Lock

Incarcerated in a futuristic prison, the players have been collared with an explosive neck collar. Their collar is electronically tied to the collar of one of their fellow prisoners, only they don't know who. beginExpand(); ?>

Players start the mission as individuals. When the mission begins, the players are automatically paired up by the system in a random fashion. Your aims in this mission are: find your wedlock partner, defuse your collars and break the wedlock before the timer runs out. While two players are wed locked, what happens to one, happens to the other. This means that if one player gets rapid fire, both players get rapid fire if one player is deactivated, both players are deactivated.

To achieve rapid fire, just deactivate two opponents in a row without being deactivated yourself. To achieve invulnerability, you must deactivate five opponents in a row. Remember, when you achieve rapid fire or invulnerability, your partner gains this special ability also. This can help you to identify who your partner is.

As you deactivate opponents, you build up special points. These special points can be used to activate the following special abilities:

Powerups

begin(); $tab->header("Ability|Cost|Effect"); $tab->row("Payback|3|You (and your partner are instantly reactivated"); $tab->row("Missile|3|Bonus Points and Special Points Awarded"); $tab->row("Nuke|15|All Other Players (except your partner) are Deactivated"); $tab->row("Break Wedlock|25|Your Collars are Defused and the Wedlock is Broken"); $tab->end(); ?>

Before you can break the wedlock, you and your partner must have a combined total of at least 25 special points. Your battlesuit will announce "Special Available" when you have enough. To break the wedlock, both you and your partner must be up, and you must both hold in your triggers at exactly the same time. If you are successful, your battlesuit will say "Special Activated", and the wedlock will be broken.

Once the wedlock is broken, you retain the advantages of your wedlock, but lose the disadvantages. For example, you still get special abilities when your partner does, but do not go down when your partner is deactivated.

Notes

Players have access to their partner's special points as well as their own.

Skill Levels

All players play at the same skill level

Scoring

begin(); $tab->header("Event|Score|Special Points"); $tab->row("Zap Opponent|100|1"); $tab->row("Zap Wedlock Partner|-100|0"); $tab->row("Missile Opponent|500|2"); $tab->row("Missile Wedlock Partner|-500|0"); $tab->row("Destroy Base|801|3"); $tab->end(); $expandr->endExpand(); $pg->bodyEnd(); ?>